Hello!

I'm a first year undergraduate student at Politehnica University of 
Bucharest, Computer Science. I apologize for being late. I have my 
doubts about my ideas on improving the AI in Wesnoth so I am asking you 
for feedback before writing my official application. So here they are:

(They are based on my experience as a TBS player. I've always enjoyed 
playing as tough as possible games like Heroes of Might & Magic(finished 
a lot of scenarios on impossible level), Age of Wonders and, of course, 
Battle for Wesnoth)

1 - Every time the enemy makes a move, a wise player asks himself: "What 
does he intend? Isn't it a trick?" Basically, my idea of AI is OOP, the 
objects being the tactics themselves(each based on a specific 
situation): attack, skirmish, explore, sacrifice, rush, wait, final 
goal. Each of them is given a priority.

2 - This is more for the sake of science. Wesnoth has some chess flavor 
and chess motors use minmax algorithm to compute moves. This could be 
improved by using a peer-to-peer network for parallel computing.

The ideas may be unfit, far-fetched, but I would like to hear the criticism.

Cristian Bercaru


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